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- _________________________ Subj: AD&D MultiUser RPG _________________________
-
- Fr: Mike Higginbotham 70410,135 # 0 S2/Saved M
- To: Steve Bauman 72730,620 Date: 05-Aug-92 20:38:34
-
- I'm not sure I'm sending this to the right person(s) but ... I would think
- the easiest way to write a multi-scenario adv. game would be to use a scene
- switching gimmick of which many abound. The gimmick is the way to (loosely)
- tie together the scenarios. An example is a time machine. Let's say a
- scientist hops into a time PC and is instantly transported to other peoples'
- bodies! Wait a minute! That sounds like 'Quantum Leap'. Better change it
- somehow to avoid copyright lawyers. How about crossing it with 'Revenge of
- the Nerds' and call it 'Quantum Dweeb'? How about a half dozen other scene
- switching gimmicks... moving from floor to floor in a dungeon, Zork is taken,
- better use Pork or Porkies or something, ...move from place to place in a
- ship ala Star Trek the Love Boat, ... move from flashback to flashback via
- a bad Kool-Aid induced reaction ... You could also use the 'send a secret
- agent on a mission' ploy (James Blond, double oh-oh) Pick a gimmick, any
- gimmick. I beleive the SF/F writer C.J.Cherryh (sp?) sent the protagonist
- from world to world via a one way gate. The gates were one way because they
- had to be turned off permanently one at a time. My suggestion for plots for
- all the sub-scenes would be to use these 13 main plots. THat would add
- diversity. Humour or straight adventure probably work best for the overall
- theme. Guess which one I prefer. (are there really only 13 main plots?)
- -Mike H.
- ...........................................................................
-
- Fm: Michael Julson 71155,1520 # 285636
- To: A.Karlsson 100023,3301 Date: 25-Jan-93 15:33:20
-
- I'm also working on a similar program, although for a Multi-line bbs, not a
- network. I dont know how to answer your question, but I have a question for
- you, or anyone else that has written multi-user games. How do you handle
- Weapons, items, etc, of magical-supreme nature. Or the key villans along the
- way to the main villan.
-
- My problem is:
-
- "Larry Logs on...is getting better and better in the game, and one of the
- objects in the game is to get the Sword of Vex. Well he kills the terrible,
- nasty slug, and is able to take the sword. He then leaves the area, and
- starts going to another part of the game. He then logs off the system to go
- eat dinner. During dinner, a power strike comes through the line, and his
- computer is toast. He doesn't have the money to get it fixed for a few
- months, so he doesn't log on. Because of this, this sword is now taken out
- of the game, and will not ever be found."
-
- Anyone have a solution for this??? These games ussually take weeks to solve,
- and all of them up till now has not used anything like this, nor has come up
- with a solution to this. Any ideas???
-
- BTW: All names in the above message have been changed to protect the
- innocent. :)
-
- Michael
- ...........................................................................
-
- Fm: John Burkhard 71044,3263 # 285857
- To: Michael Julson 71155,1520 Date: 25-Jan-93 22:27:53
-
- I played a game in college on a time sharing system which basically involved
- bashing on monsters, finding treasure, and generally trying to be the
- biggest, baddest mutha in the world. This game was fairly simple by today's
- standards. No mazes, no nothing. Just a plane extending to infinity in the
- X and Y directions. The toughness of the monsters was directly proportional
- to your distance from 0,0. One of the treasures you could find after beating
- up a monster was a Crown. When you got the crown, you headed back quick as a
- bunny to 0,0 and the thrown. The difficulty was when the 'king' was playing
- and on the thrown. He could, by virtue of being king, do all kinds of
- nasties to nearly anyone he wanted (including anyone that might be in
- possession of a crown!)
-
- To answer your question though, if it's a complex game which requires many
- weeks to solve, and a player might go away with the magic key and never come
- back, well... Ice him. Give him a week or so, and if he doesn't come back,
- the next player along trips over his bones and finds the key. Hey, com'on!
- It's only a game! You have to eat in Hack to survive, why not call it
- something along the same lines? Like perhaps connecting with your personnae?
- Leave him alone for a long time and he dies of lonliness maybe?
-
- -jb
- ...........................................................................
-
- Fm: A.Karlsson 100023,3301 # 285940
- To: Michael Julson 71155,1520 Date: 26-Jan-93 00:29:36
-
- Maybe storing all items in one place together with the owners names and some
- kind of time out which when the player doesn't enter the game for n days it
- is thrown out in the game again or the player gets killed with his items (the
- fabolous sword) laying around him. or one could activate the player and play
- him as a monster wielding the sword ?!
- anders
- ...........................................................................
-
- Fm: Shaune Morley 73457,252 # 286042
- To: Michael Julson 71155,1520 Date: 26-Jan-93 08:09:41
-
- In a multi-player game you have to be more open, there can't be one thing to
- do or one great treasure, you need lots of things to do and lots of
- treasures. Most of the time you have to decide if an item is going to be
- unique or not. You can put in a regenerating puzzle, X has a shield, a very
- good magical shield, he'll give it anyone who brings him a Y corpse (Y being
- a very hard to beat creature who is scarce) that way many people can get the
- shield. For a very powerful item, and there is just one, then don't plan on
- it being needed to further a quest, someone will get it, be afraid of losing
- it and not put it at risk if he or she doesn't have to.
-
- Shaune
- ...........................................................................
-
- Fm: A.Karlsson 100023,3301 # 285943
- To: Mark Iennaco 71740,2675 Date: 26-Jan-93 00:34:06
-
- Well, I have looked around a lot for any such sources but until now I haven't
- seen any. I remember way back in 84-86 (being nostalgic) when I played a
- multi-user adventure game called Quest on an Ecplise 8000. That was an
- outdoor adventure which despite all its bugs was fun to play. I was like
- playing NetHack but outdoors, although that particular program was written in
- FORTRAN and problably using all the multi-tasking abilities of the
- environment.
-
- I guess that a big problem that the mudd's available run on some mini or so
- and use massive of memory and multi-tasking abilites although nowadays there
- should be a chance to port such a prog to a pc.
-
- anders
- ...........................................................................
-
- Fm: John Burkhard 71044,3263 # 285854
- To: A.Karlsson 100023,3301 (X) Date: 25-Jan-93 22:27:39
-
- My only real multi-user experience is in writing multi-user database
- applications, and I'm afraid it might not be directly applicable here.
- However, that never stopped me from jumping in both feet first before!
-
- A friend of mine and I a few years back discussed at great length the pros
- and cons of the various methods which could be used for controling the
- multi-user stuff. The game we were exploring was a space combat type game,
- although I'm sure there's a lot of similarity between the what we looked at
- doing and what you're attempting.
-
- First off, you'll almost have to make the game a real-time game (not a
- disadvantage: it invites an event driven approach, which as you will see
- makes everything a lot easier). Otherwise synchronization is a pain, and you
- don't want to have all the users wait on Fred while he's busy answering a
- phone call. If your net supports direct peer to peer or client to client
- messaging, use it where possible.
-
- It's a bit more complicated to write, but you may want to consider a highly
- distributed architecture. Your workstation is the master of all it surveys:
- if you're alone in a room with a single monster, your workstation handles it,
- and reports the results back to some kind of a server which keeps track of
- everything. If someone else walks into the room, they ask the server to tell
- them what's in the room and who is in charge. The two workstations then
- begin communicating with each other, and leave the server out of it. Think
- of it as intellegence on a 'need to know' basis. If Fred doesn't need to
- know I just killed an orc, I won't tell him.
-
- Yes, in this arrangement, you will need a server, but it will only tell the
- clients the location and "ownership" of various objects, etc. The server
- will necessarily handle movement & strategy for all "orphan" objects, but
- then the clients will handle movement and strategy for all objects which
- they "own", so there would be very little difference between the client and
- the server version of the program.
-
- As more players join the game, more of the responsibility for objects are
- off-loaded to clients, and the server performance (to the person playing on
- the server) should theoretically improve. And, network message traffic
- levels should only be a factor when you have two or more players in the same
- space at the same time.
- ...........................................................................
-
- Fm: A.Karlsson 100023,3301 # 285963
- To: John Burkhard 71044,3263 Date: 26-Jan-93 00:56:42
-
- Sounds pretty tough to program..... Well I would like that the program runs
- on any network in other words no direct messages. It is probably true that
- distributing the workload as much as possible has its advantages but the
- question is if doesn't become to complex ? I was thinking in the lines of
- having a kind of time sharing system where each player has x seconds to do an
- action if he doesn't do any action during this time then tough luck - wait
- for next round. After each player has told the server what action he wants to
- do (for the next round) the server decides the order (ini-roll) for the
- players and executes their wishes if possible. The monsters are also included
- in the action list and are exposed by the same rules of action.
- ...........................................................................
-
- Fm: Mike Higginbotham 70410,135 # 286308
- To: Michael Julson 71155,1520 (X) Date: 26-Jan-93 19:27:42
-
- This may not be a complete reply to the question of what to do with players
- missing for a while, but ... Magical items can sometimes teleport themselves
- back to an assigned (or a random) location if the willpower of the user is
- lacking. If a player is MIA, so is the players' willpower. A certain amount
- of delay should be incorporated into said relocation (obviously). A user MIA
- for too long a period should be declared legally dead. Anyone serious enough
- to play a weeks long game should be able to find some way to re-log-on before
- Mistress Death intervenes. These sorts of conditions must be explicitly
- explained before hand. Active players can take objects from the bodies of
- the DOA players. That is actually one of the better ways to return non-
- magical items to the dungeon. A harder way to deal with the extended MIA
- situation is to allow more than one path to the final objective. Certainly
- more interesting to play and a heck of a lot more interesting to program. :)
- Extended absences w/o DOAs (ie; the player returns) have to be explained.
- Perhaps a power failure in the dungeon ("The orcs forgot to light the torches
- again, I couldn't see to move and so I was stuck in one spot for a while!")
- or maybe the player fell through a trap door and just now managed to return.
- Teleport spells, brief black-outs from falling masonry/rock slides/hunger/
- insulin shock/excessive daydreaming, and kidnapping by space aliens/slavers/
- monsters/playful pixies (the Bartoli triplets!) have also been used. It is
- the option of the dungeon master program to decide how badly the returning
- player has been mauled by passing beasties and players. Also, what equipment
- the player retains. If the game is cooperative, the active players could
- decide how the MIA player behaves until the the MIA either returns or is DOA.
- (I'm assuming you have no human dungeon master) In a competitive
- environment, the other players are less likely to let the absent player
- live/participate. In a co-opetitve environment, Novell sues Microsoft. One
- of the other ways that items wend their way back is : user disappears for a
- while, it is assumed that the user went to town, indulged in various vices,
- got robbed (or killed) and some other NPC brought the item(s) back to the
- dungeon. The AI incorporated into the game can also play the part of the
- absent user for a limited amount of time; if the MIA was walking around, keep
- walking (at least until the orcs douse the lights again) and randomly
- interract with others. (ie; the MIA goes into NPC mode for a while) What all
- this boils down to is, you need to decide up front how seriously an extended
- absence affects the other players. Determine what other players do while the
- MIA is. [sic] It sounds like you're going to have to dynamically adjust the
- dungeon layout, contents and/or number and difficulty of monster attacks and
- puzzles right up until the game solution. (ie; player(s) go MIA, remaining
- players mark time somehow until MIAs reappear) As a last resort Nuke the
- planet ("Hey, mistakes happen!"/"Just push the damn button!") This last
- solution requires the sequel called 'GOD'. Its the one where you only get 6
- days to create an entire universe. I hope this helps somewhat.
-
- LLAP / GBAD
- ...........................................................................
-
- Fm: BattleAxe 71641,2400 # 286360
- To: Michael Julson 71155,1520 (X) Date: 26-Jan-93 20:46:25
-
- If you've ever played a MUD (Multi-User Dungeon) the solution is there for
- the taking. It is time based -- after a random amount of time (determined by
- a variable in the MCP -- Master Control Program) All items/monsters/etc. are
- replaced. There are some that cannot be reset, but they are extremely
- special -- like your sword. Players are not allowed to 'take it with you'
- when they log off. The only things saved are current stats, gold, and what
- quests have been completed. You should allow the sword to be sold to a shop
- for a modest amount. If another player will pay higher for the sword, that
- will work, too.
- _---_
- / \
- | |
- --=| |=========) BattleAxe!
- | |
- \ /
- ~---~
- ...........................................................................
-
- Fm: BattleAxe 71641,2400 # 286361
- To: Mark Iennaco 71740,2675 (X) Date: 26-Jan-93 20:46:49
-
- Yes -- there is a PC version of LPMUD available for 386 and up. It uses the
- modem, but I'm sure it wouldn't be TOO hard to write a network port for it. I
- could UL my working copy to you, but it is over 2 Megs. It might be cheaper
- to mail you a disk, if you were truly interested. If you have an Internet
- account with FTP -- try alcazar.cd.chalmers.se (I think that's where I got
- it...).
- _---_
- / \
- | |
- --=| |=========) BattleAxe!
- | |
- \ /
- ~---~
- ...........................................................................
-
- Fm: John Burkhard 71044,3263 # 286370
- To: A.Karlsson 100023,3301 (X) Date: 26-Jan-93 21:01:41
-
- That is a simpler mechanism in some regards, but does mean the server may
- need to be a slightly beefier machine. I don't have a NetBios reference
- here, and I've never programmed at that level (yet). Does NetBios not
- support direct client to client or peer to peer communications? At the very
- least, NetBios compatibility would practically guarantee your game to work on
- most major networks.
-
- The only drawback to the single server approach is the server needs to be
- kinda beefy, unless your universe (i.e., the number of objects of interest)
- is modest.
-
- Just a thought here: You said you were thinking of giving each player a
- certain amount of time in which to make their move. Presumably, all players
- would have to wait for the slowest player to respond (limited of course by
- the amount of time you've given a player to respond). I'm assuming you've
- played Hack before. Ever tried it on an XT on a level with a *large*
- treasure zoo? It's kind of frustrating waiting that near second for the
- system to respond between keystrokes. I could imagine how it might be
- waiting as much as five seconds (or however long you give the players to
- respond).
-
- Perhaps I'm a little partial, but... The distributed system I described
- isn't all that difficult to put together, once you get over the event driven
- learning curve (!). Messages from other players are just like any other kind
- of event to be handled, except you have a special section of your code which
- handles network messages exclusively.
-
- Oh well... I guess I'm intrigued by the technology -- can't see the forest
- for the trees or something like that. <g>
-
- -jb
- ...........................................................................
-
- Fm: A.Karlsson 100023,3301 # 286538
- To: John Burkhard 71044,3263 Date: 27-Jan-93 01:07:02
-
- No it is problably a good idea to do it as you say, however I don't have any
- access to NetBios stuff anyway at the momement and we have a pc-nfs network
- here (so slow). So the only alternative to my suggestion would be to have it
- running in realtime then ? I just can't picture myself playing NetHack in
- realtime: "Hold on a sec, I just want look into my backpack, cast a spell,
- ...)
- <!>
-
- Another problem I thought about is how does one split the XP from a monster
- which has been slain. Would all players in x squares from it get the XP, the
- last who hit it, all players who have hit it - special cases as the big
- fighter chops in on the monster and does 100 pts of damage and the a thief
- comes and does 2 pts of damage slaying the creature... ???
-
- anders
- ...........................................................................
-
- Fm: Michael Julson 71155,1520 # 286754
- To: A.Karlsson 100023,3301 Date: 27-Jan-93 13:41:11
-
- **** Another problem I thought about is how does one split the XP from a
- monster which has been slain. Would all players in x squares from it get the
- XP, the last who hit it, all players who have hit it - special cases as the
- big fighter chops in on the monster and does 100 pts of damage and the a
- thief comes and does 2 pts of damage slaying the creature... ??? ****
-
- You could base the Xp on not what is slain, but what is done. Each sucessful
- hit get's 5points Multiplied by level of monster. Each spell that is cast is n
- points multiplied by level of spell, etc.etc...
-
- The only problem with this, is in a multi-user enviroment, it is creating
- more calculations for the computer to do.
-
- Shrug..
-
- Michael
- ...........................................................................
-
- Fm: Mark Iennaco 71740,2675 # 286937
- To: A.Karlsson 100023,3301 Date: 27-Jan-93 19:02:52
-
- Don't be too constrained by the D&D paradigm. You could, for example, give
- points for damage. That way "fight _and_ run away" still gets some reward.
-
- Realistically, taking a couple of swings and realizing that your sword is
- taking more damage than the monster is a REAL learning experiance.
-
- More generally, the D&D system rewards bashing everything-that-moves. Giving
- points for non-combat actions (solving puzzles, getting to special places,
- etc...) will allow a richer game.
-
- TakeItEZ
-
- Mark
- ...........................................................................
-
- Fm: Gerald Preissler 100031,2666 # 289187
- To: Michael Julson 71155,1520 Date: 31-Jan-93 14:36:18
-
- Michael,
-
- one solution to your game would be to make a player's character an NPC after
- the player has not logged on for a set time. The character kind of goes
- adventuring of his own (and can be attacked by other PC's) until his master
- returns. That way important items can be kept in the game.
-
- Just a thought
- Jerry
- ...........................................................................
-
- __________________________ Subj: Adventure vs RPG __________________________
-
- Fm: Frank Sachse 74140,2413 # 386657
- To: ALL Date: 29-Jun-93 11:01:15
-
- And now for something completely different...
-
- This may seem like a trivial, non-tech question, but I have to ask it. What
- is the difference, to both the player & developer, between an adventure game
- & an RPG? The July issue of CGW, which by the way has a feature on game
- design (mostly the recent convention), has these 2 rating categories with:
- Monkey Island, Indiana Jones/Atlantis, Quest for Glory, Kings Quest, etc.
- being regarded as adventure, while Ultima, Ultima Underworld, Eye of the
- Beholder, etc. being regarded as RPG.
-
- I am no expert in either field, so please forgive my ignorance. I also must
- confess I don't own any of the above games, but I have "played" the demos of
- a couple of them.
-
- The initial obvious difference I can see is that most, if not all RPGs appear
- to be based upon the AD&D concept of hit-points, magic, health meters, etc.
- and seem to be heavily into magic, spells, monsters, occult concepts, etc.
- If that is true, then why aren't QG or KQ RPGs since they are also set in
- medieval time periods with monsters & magic, no?
-
- The reason this is important for me is that it will determine the route &
- platform my game will take. I admit it sounds odd to work on something you
- have had little previous experience with but I have happened upon a great
- story that cries out to be coded and it seems to fit one of these categories
- (leaning mostly to graphic adventure, as far as I can tell).
-
- Any and all thought on this matter would be most appreciated.
-
- - Frank, the almost-ready
- ...........................................................................
-
- Fm: MINDCRAFT 71511,367 # 386671
- To: Frank Sachse 74140,2413 (X) Date: 29-Jun-93 11:35:11
-
- I guess the deciding factors of what makes an RPG v. Adventure are those of
- character development and puzzle style.
-
- In a "standard" adventure game, your character's skills count for naught and
- puzzles must be independently solved through your own intuition/logic. Role
- playing games feature your character advancing in power and ability, and the
- puzzles are commonly a combination of the above with the caveat that your
- character must be personally capable of enduring the solution.
-
- The medieval/demonic theme you tie in with RPGs is a side effect; personal
- power in a violent world is an attractive carrot-onna-stick to dangle before
- the player, and medieval fantasy is sure violent!
-
- Patrick E. Hughes
- ...........................................................................
-
- Fm: Bart Stewart 76247,1130 # 386683
- To: Frank Sachse 74140,2413 (X) Date: 29-Jun-93 11:45:57
-
- Frank, it seems to me that the difference between "adventures" and "RPGs"
- as found in the computer game market today is that adventures are more
- scripted, while RPGs are more free-form.
- In other words, in an adventure, you're free to wander around and do things
- for a while, but once you reach a certain point, you're dropped into a script
- of the designer's choosing, where you're told what to do next, but not how to
- do it. In comparison, an RPG generally seems to leave a lot more things up to
- the player, and gives him or her much more territory to cover, more things to
- interact with, and more commands to learn. Novice gamers are often frustrated
- by the complexity of RPGs, but the advanced folks like to have as much
- control over their character and his world as they can get.
- Sometimes the lines between adventures and RPGs can be blurry. Ultima
- Underworld II, for example, limits the order in which you can do certain
- things, and has an ongoing murder mystery plot, tied to your completion of
- several RPG-type quests, which you are free to complete in countless ways.
- So, since it's possible to succeed at either genre, or even a combination,
- perhaps you should consider your target audience, and sculpt your world
- interface to suit them.
- -- Bart
- ...........................................................................
-
- Fm: Crusader 72134,1460 # 386777
- To: Frank Sachse 74140,2413 (X) Date: 29-Jun-93 14:54:39
-
- Adventures generally do not have combat. (Quest For Glory is a
- 'problem' game... some people call it an RPG some an Adventure, it is really
- a hybrid of both types of games... here in GAMERS the QFG games are usually
- lumped in with the RPGs... Ultima 7 is another game that blurs the lines,
- there is a lot of 'Adventure type' stuff in it...)
-
- Both adventures and RPGs can be either linear or free form, both can
- have the same kinds of puzzles, but RPGs in general have a "ratings" system
- built in, which determines what the character (or characters) are cabible of
- (it can be as simple as Agility/Strength/Stamina or as comples as you like
- {with hundreds of different skills, from Swimming to Sex <g>}) these are
- increased as you go along...while in an adventure you can do anything that is
- possible to do in the game any time you want...
-
- The combat aspect of an RPG often is what will make the game take longer
- to play than an adventure, as some puzzles may require that you are of a
- certian "level" to solve them, so you need to spend a few hours out
- -whacking- on monsters/space aliens (there are a few future RPGs out there to
- go along with the medieval ones) to be able to complete a section of the
- game.
-
- None of these rules are hard and fast though... So what you should do
- is write the game you want to write and let those people who like to
- pigeonhole things figure out what to call it... :)
-
- --Crusader--
- ...........................................................................
-
- Fm: David Boynton 71043,317 # 386855
- To: Frank Sachse 74140,2413 (X) Date: 29-Jun-93 17:17:19
-
- ...
- >The initial obvious difference I can see is that most, if not all RPGs
- >appear to be based upon the AD&D concept of hit-points, magic, health
- >meters, etc. and seem to be heavily into magic, spells, monsters, >occult
- concepts, etc. If that is true, then why aren't QG or KQ RPGs >since they
- are also set in medieval time periods with monsters & >magic, no?
-
- From the programmers' side, the adventure games are state machines, or
- if you're into math, a "directed graph". This means if you're at node
- 1, you can perform actions a,b,c to get you to nodes 2,5,18. If you're
- at node 2, etc, etc. These types of games can be very easy to code,
- but the players are restricted in what they can do.
-
- The RPG is not a state machine, because there are too many combinations of
- states. So, you could it as objects, each with a location, some attributes, a
- bag of goodies, etc, which you'll probably save in files
- so the player can save/restore the game (which some adventure games
- don't allow). You'll probably have randomly generated events, and you try to
- allow the player to do anything at any time, as much as possible. For
- example, Savage Empire lets you fish for your supper, and make hand grenades
- from clay pots that you've fired in a kiln.
-
- Ultima VII evens allows you to bake bread and earn extra money from
- egg-farming!
- ...........................................................................
-
- Fm: Chris Lampton [GAMPUB] 76711,301 # 386906
- To: Frank Sachse 74140,2413 (X) Date: 29-Jun-93 17:54:33
-
- The differences between adventures and CRPGs are mostly matters of
- convention. Both genres attempt to create an interactive story in which the
- player controls the main character or characters. However, the two genres are
- moving toward this goal from different starting points: Adventure games began
- in imitation of the original Crowther and Woods adventure, while CRPGs began
- in imitation of Dungeons & Dragons. The primary conventions of the two genres
- are borrowed from those sources. To my mind, the only _essential_ difference
- between the two genres is that, in CRPGs, the player characters have
- statistically described attributes which can be improved through experience,
- while in adventure games they do not. A few games -- the QUEST FOR GLORY
- series, for instance -- even manage to blur this distinction.
-
- Ultimately, as the two genres cross-pollinate one another and computer
- hardware becomes more powerful, I suspect that all distinctions will cease to
- exist and the two genres will merge into a single genre of virtual reality
- game.
-
- --Chris
- ...........................................................................
-